Will Skills

^MYSTERIES (WILL): represents a working knowledge of the mystic traditions of the world, including folktales, myths, magical/theological traditions, and ritual practices. Mysteries is not a sub-skill of Academics because often, mystic traditions do not follow scientific method or logical progression. The academic can study Norse myths, but those that study Mysteries believe that somewhere in the myths, there are truths that defy the sciences of the modern world. (see Rituals for more uses of the Mysteries skill)

ADDS:
• Focus- Prerequisite: Rank 1/ +2 on Mysteries rolls for a specific region/tradition (Native American, Voodoo, African, Asian, Southeast Islands, Aborigines, Ancient European, Modern Magic, etc.) May be purchased more than once.
• Mystic Circle of Friends- Prerequisite: Rank 3/ Character may make a Mysteries Check (Difficulty determined by the GM, usually 15) to find a local member of the mystic community who may be able to provide information, act as a guide or make introductions. A Diplomacy skill check may be required to secure any assistance.
• Minor Items of Power- Prerequisite: Rank 3/ Character has Rankx2 “floating” bonuses per session. These bonuses can add up to +Rank to any roll the character chooses. This represents good luck charms and other small mystic talismans the character has collected over the years.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

PERCEPTION (WILL): is the ability to notice things in the environment, including seeing things at a distance, opposing Stealth rolls, noticing small details, etc. Note: This skill is not used to notice another character’s emotional responses- use the Diplomacy skill instead.

ADDS:
• Switch Attribute: Prerequisite- Rank 1/Perception Skill can be attached to Mind Attribute.
• Focus- Prerequisite: Rank 1/ +2 on Perception rolls for a limited application of the skill (Visual, Hearing, Guard Duty, Detective Work, Urban, Rural, etc.) May be purchased more than once.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

SURVIVAL (WILL): encompasses many related skills common to hunters and outdoorsman, including hunting, foraging for food and fresh water, tracking, swimming, finding shelter, animal handling, etc. Characters without at least Rank 1 in this skill will find overland travel difficult and suffer from blisters, rashes and possibly lack of sleep.

ADDS:
• Switch Attribute: Prerequisite- Rank 1/ Survival Skill can be attached to Mind or Body Attribute.
• Focus- Prerequisite: Rank 1/ +2 on Survival rolls for a limited application of the skill (Hunting, Foraging, Tracking, Animal Handling, etc.) May be purchased more than once.
• Strong Lungs: Prerequisite- Body Rank 2, Survival Rank 1/ +4 to Survival checks or Constitution Defense when rolling to determine how long the character can hold her breath.
• Weather Resistance: Prerequisite- Body Rank 2, Survival Rank 1/ +4 to Survival checks or Constitution Defense when in a specific environment, usually desert or arctic climates.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

Will Skills

Turn of the Century- 1900 Wudsong